/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "ScriptPCH.h"
#include "naxxramas.h"

enum Spells {
    SPELL_NECROTIC_AURA = 55593,
    SPELL_SUMMON_SPORE = 29234,
    SPELL_DEATHBLOOM = 29865,
    H_SPELL_DEATHBLOOM = 55053,
    SPELL_INEVITABLE_DOOM = 29204,
    H_SPELL_INEVITABLE_DOOM = 55052
};

enum Events {
    EVENT_NONE, EVENT_AURA, EVENT_BLOOM, EVENT_DOOM,
};

class boss_loatheb: public CreatureScript {
public:
    boss_loatheb() :
            CreatureScript("boss_loatheb") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_loathebAI(pCreature);
    }

    struct boss_loathebAI: public BossAI {
        boss_loathebAI(Creature *c) :
                BossAI(c, BOSS_LOATHEB) {
            me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK,
                    true);
            me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_GRIP, true);
        }

        void EnterCombat(Unit * /*who*/) {
            _EnterCombat();
            events.ScheduleEvent(EVENT_AURA, 10000);
            events.ScheduleEvent(EVENT_BLOOM, 5000);
            events.ScheduleEvent(EVENT_DOOM, 120000);
        }

        void JustDied(Unit* /*killer*/) {
            _JustDied();
        }

        void UpdateAI(const uint32 diff) {
            if (!UpdateVictim())
                return;

            events.Update(diff);

            while (uint32 eventId = events.ExecuteEvent()) {
                switch (eventId) {
                case EVENT_AURA:
                    DoCastAOE(SPELL_NECROTIC_AURA);
                    events.ScheduleEvent(EVENT_AURA, 20000);
                    break;
                case EVENT_BLOOM:
                    // TODO : Add missing text
                    DoCastAOE(SPELL_SUMMON_SPORE, true);
                    DoCastAOE(RAID_MODE(SPELL_DEATHBLOOM, H_SPELL_DEATHBLOOM));
                    events.ScheduleEvent(EVENT_BLOOM, 30000);
                    break;
                case EVENT_DOOM:
                    DoCastAOE(
                            RAID_MODE(SPELL_INEVITABLE_DOOM,
                                    H_SPELL_INEVITABLE_DOOM));
                    events.ScheduleEvent(EVENT_DOOM,
                            events.GetTimer() < 5 * 60000 ? 30000 : 15000);
                    break;
                }
            }

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_loatheb() {
    new boss_loatheb();
}
